v1.0.13.1 (first post-1.0 patch)

This commit is contained in:
Regalis11
2023-05-10 15:07:17 +03:00
parent 96fb49ba14
commit ee1db852b1
272 changed files with 5738 additions and 2413 deletions
@@ -56,11 +56,9 @@ namespace Barotrauma.Items.Components
private float resetUserTimer;
private float aiTargetingGraceTimer;
private float aiFindTargetTimer;
private ISpatialEntity currentTarget;
private const float CrewAiFindTargetMaxInterval = 3.0f;
private const float CrewAiFindTargetMaxInterval = 1.0f;
private const float CrewAIFindTargetMinInverval = 0.2f;
private int currentLoaderIndex;
@@ -299,7 +297,7 @@ namespace Barotrauma.Items.Components
}
}
[Serialize(3000.0f, IsPropertySaveable.Yes, description: "How close to a target the turret has to be for an AI character to fire it.")]
[Serialize(3500.0f, IsPropertySaveable.Yes, description: "How close to a target the turret has to be for an AI character to fire it.")]
public float AIRange
{
get;
@@ -422,10 +420,7 @@ namespace Barotrauma.Items.Components
// Only make the Turret control the LightComponents that are it's children. So it'd be possible to for example have some extra lights on the turret that don't rotate with it.
if (lc?.Parent == this)
{
if (lightComponents == null)
{
lightComponents = new List<LightComponent>();
}
lightComponents ??= new List<LightComponent>();
lightComponents.Add(lc);
}
}
@@ -439,6 +434,8 @@ namespace Barotrauma.Items.Components
light.Parent = null;
light.Rotation = Rotation - item.RotationRad;
light.Light.Rotation = -rotation;
//turret lights are high-prio (don't want the lights to disappear when you're fighting something)
light.Light.PriorityMultiplier *= 10.0f;
}
}
#endif
@@ -590,10 +587,6 @@ namespace Barotrauma.Items.Components
angularVelocity *= -0.5f;
}
if (aiTargetingGraceTimer > 0f)
{
aiTargetingGraceTimer -= deltaTime;
}
if (aiFindTargetTimer > 0.0f)
{
aiFindTargetTimer -= deltaTime;
@@ -620,10 +613,18 @@ namespace Barotrauma.Items.Components
partial void UpdateProjSpecific(float deltaTime);
private bool isUseBeingCalled;
public override bool Use(float deltaTime, Character character = null)
{
if (!characterUsable && character != null) { return false; }
return TryLaunch(deltaTime, character);
//prevent an infinite loop if launching triggers a StatusEffect that Uses this item
if (isUseBeingCalled) { return false; }
isUseBeingCalled = true;
bool wasSuccessful = TryLaunch(deltaTime, character);
isUseBeingCalled = false;
return wasSuccessful;
}
public float GetPowerRequiredToShoot()
@@ -1015,6 +1016,7 @@ namespace Barotrauma.Items.Components
float dist = Vector2.DistanceSquared(item.WorldPosition, targetItem.WorldPosition);
if (dist > closestDist) { continue; }
if (dist > shootDistance * shootDistance) { continue; }
if (!IsTargetItemCloseEnough(targetItem, dist)) { continue; }
if (!CheckTurretAngle(targetItem.WorldPosition)) { continue; }
target = targetItem;
closestDist = dist / priority;
@@ -1130,9 +1132,12 @@ namespace Barotrauma.Items.Components
{
if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget && previousTarget.IsDead)
{
character.Speak(TextManager.Get("DialogTurretTargetDead").Value,
identifier: $"killedtarget{previousTarget.ID}".ToIdentifier(),
minDurationBetweenSimilar: 10.0f);
if (previousTarget.LastAttacker == null || previousTarget.LastAttacker == character)
{
character.Speak(TextManager.Get("DialogTurretTargetDead").Value,
identifier: $"killedtarget{previousTarget.ID}".ToIdentifier(),
minDurationBetweenSimilar: 5.0f);
}
character.AIController.SelectTarget(null);
}
@@ -1265,18 +1270,27 @@ namespace Barotrauma.Items.Components
Vector2? targetPos = null;
float maxDistance = 10000;
float shootDistance = AIRange * item.OffsetOnSelectedMultiplier;
// use full range only if we're actively firing
if (aiTargetingGraceTimer <= 0f)
{
shootDistance *= 0.75f;
}
float closestDistance = maxDistance * maxDistance;
bool hadCurrentTarget = currentTarget != null;
if (hadCurrentTarget)
{
if (!IsValidTarget(currentTarget))
bool isValidTarget = IsValidTarget(currentTarget);
if (isValidTarget)
{
float dist = Vector2.DistanceSquared(item.WorldPosition, currentTarget.WorldPosition);
if (dist > closestDistance)
{
isValidTarget = false;
}
else if (currentTarget is Item targetItem)
{
if (!IsTargetItemCloseEnough(targetItem, dist))
{
isValidTarget = false;
}
}
}
if (!isValidTarget)
{
currentTarget = null;
aiFindTargetTimer = CrewAIFindTargetMinInverval;
@@ -1292,7 +1306,11 @@ namespace Barotrauma.Items.Components
if (character.Submarine != null)
{
if (enemy.Submarine == character.Submarine) { continue; }
if (enemy.Submarine != null && enemy.Submarine.TeamID == character.Submarine.TeamID) { continue; }
if (enemy.Submarine != null)
{
if (enemy.Submarine.TeamID == character.Submarine.TeamID) { continue; }
if (enemy.Submarine.Info.IsOutpost) { continue; }
}
}
// Don't aim monsters that are inside any submarine.
if (!enemy.IsHuman && enemy.CurrentHull != null) { continue; }
@@ -1318,6 +1336,7 @@ namespace Barotrauma.Items.Components
float dist = Vector2.DistanceSquared(item.WorldPosition, targetItem.WorldPosition);
if (dist > closestDistance) { continue; }
if (dist > shootDistance * shootDistance) { continue; }
if (!IsTargetItemCloseEnough(targetItem, dist)) { continue; }
if (!CheckTurretAngle(targetItem.WorldPosition)) { continue; }
targetPos = targetItem.WorldPosition;
closestDistance = dist / priority;
@@ -1325,14 +1344,7 @@ namespace Barotrauma.Items.Components
closestEnemy = null;
currentTarget = targetItem;
}
if (currentTarget == null)
{
aiFindTargetTimer = CrewAIFindTargetMinInverval;
}
else
{
aiFindTargetTimer = CrewAiFindTargetMaxInterval;
}
aiFindTargetTimer = currentTarget == null ? CrewAiFindTargetMaxInterval : CrewAIFindTargetMinInverval;
}
else if (currentTarget != null)
{
@@ -1346,6 +1358,10 @@ namespace Barotrauma.Items.Components
if (targetCharacter.Submarine != null && targetCharacter.CurrentHull != null && targetCharacter.Submarine != item.Submarine && !targetCharacter.CanSeeTarget(Item))
{
targetPos = targetCharacter.CurrentHull.WorldPosition;
if (closestDistance > maxDistance * maxDistance)
{
ResetTarget();
}
}
else
{
@@ -1365,12 +1381,17 @@ namespace Barotrauma.Items.Components
}
if (closestDist > shootDistance * shootDistance)
{
// Not close enough to shoot.
currentTarget = null;
closestEnemy = null;
targetPos = null;
aiFindTargetTimer = CrewAIFindTargetMinInverval;
ResetTarget();
}
}
void ResetTarget()
{
// Not close enough to shoot.
currentTarget = null;
closestEnemy = null;
targetPos = null;
}
}
else if (targetPos == null && item.Submarine != null && Level.Loaded != null)
{
@@ -1520,10 +1541,11 @@ namespace Barotrauma.Items.Components
}
character.SetInput(InputType.Shoot, true, true);
}
aiTargetingGraceTimer = 5f;
return false;
}
private bool IsTargetItemCloseEnough(Item target, float sqrDist) => float.IsPositiveInfinity(target.Prefab.AITurretTargetingMaxDistance) || sqrDist < MathUtils.Pow2(target.Prefab.AITurretTargetingMaxDistance);
/// <summary>
/// Turret doesn't consume grid power, directly takes from the batteries on its grid instead.
/// </summary>
@@ -1553,6 +1575,10 @@ namespace Barotrauma.Items.Components
{
return false;
}
if (targetItem.ParentInventory != null)
{
return false;
}
}
return true;
}
@@ -1568,6 +1594,7 @@ namespace Barotrauma.Items.Components
{
if (item.Submarine != null)
{
if (item.Submarine.Info.IsOutpost) { return false; }
// Check that the target is not in the friendly team, e.g. pirate or a hostile player sub (PvP).
return !target.IsOnFriendlyTeam(item.Submarine.TeamID) && TargetHumans;
}
@@ -1660,7 +1687,7 @@ namespace Barotrauma.Items.Components
return angle >= minRotation && angle <= maxRotation;
}
private bool CheckTurretAngle(Vector2 target) => CheckTurretAngle(-MathUtils.VectorToAngle(target - item.WorldPosition));
public bool CheckTurretAngle(Vector2 target) => CheckTurretAngle(-MathUtils.VectorToAngle(target - item.WorldPosition));
protected override void RemoveComponentSpecific()
{